Make the rollback system VERY FUCKING GOD DAMN POWERFUL
parent
508b7b5e51
commit
a9d8df83d2
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@ -520,6 +520,7 @@ minetest.register_chatcommand("rollback_check", {
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dump(range).." seconds="..dump(seconds).."s)")
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minetest.rollback_punch_callbacks[name] = function(pos, node, puncher)
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local name = puncher:get_player_name()
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minetest.chat_send_player(name, "Checking...")
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local actor, act_p, act_seconds =
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minetest.rollback_get_last_node_actor(pos, range, seconds)
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if actor == "" then
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@ -531,8 +532,10 @@ minetest.register_chatcommand("rollback_check", {
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if act_p.x ~= pos.x or act_p.y ~= pos.y or act_p.z ~= pos.z then
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nodedesc = minetest.pos_to_string(act_p)
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end
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minetest.chat_send_player(name, "Last actor on "..nodedesc.." was "..
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actor..", "..dump(act_seconds).."s ago")
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local nodename = minetest.env:get_node(act_p).name
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minetest.chat_send_player(name, "Last actor on "..nodedesc..
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" was "..actor..", "..dump(act_seconds)..
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"s ago (node is now "..nodename..")")
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end
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end,
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})
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@ -557,9 +560,13 @@ minetest.register_chatcommand("rollback", {
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dump(target_name).." since "..dump(seconds).." seconds.")
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local success, log = minetest.rollback_revert_actions_by(
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target_name, seconds)
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if #log > 10 then
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minetest.chat_send_player(name, "(log is too long to show)")
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else
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for _,line in ipairs(log) do
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minetest.chat_send_player(name, line)
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end
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end
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if success then
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minetest.chat_send_player(name, "Reverting actions succeeded.")
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else
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29
src/map.cpp
29
src/map.cpp
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@ -1621,12 +1621,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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DSTACK(__FUNCTION_NAME);
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//TimeTaker timer("transformLiquids()");
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/*
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If something goes wrong, liquids are to blame
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NOTE: Do not track liquids; it causes huge amounts of rollback log
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*/
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//RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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@ -1831,20 +1825,29 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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n0.setContent(new_node_content);
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// Get old node for rollback
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//RollbackNode rollback_oldnode(this, p0, m_gamedef);
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// Find out whether there is a suspect for this action
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std::string suspect;
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if(m_gamedef->rollback()){
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// Max. 5 seconds ago
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suspect = m_gamedef->rollback()->getSuspect(p0, 5);
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}
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if(!suspect.empty()){
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// Blame suspect
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
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// Get old node for rollback
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RollbackNode rollback_oldnode(this, p0, m_gamedef);
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// Set node
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setNode(p0, n0);
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// Report for rollback
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/*if(m_gamedef->rollback())
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{
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// Report
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RollbackNode rollback_newnode(this, p0, m_gamedef);
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RollbackAction action;
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action.setSetNode(p0, rollback_oldnode, rollback_newnode);
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m_gamedef->rollback()->reportAction(action);
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}*/
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} else {
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// Set node
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setNode(p0, n0);
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}
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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102
src/rollback.cpp
102
src/rollback.cpp
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@ -28,10 +28,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "util/string.h"
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#include "strfnd.h"
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#include "util/numeric.h"
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#include "inventorymanager.h" // deserializing InventoryLocations
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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// Get nearness factor for subject's action for this action
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// Return value: 0 = impossible, >0 = factor
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static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
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v3s16 action_p, int action_t)
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{
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// Suspect cannot cause things in the past
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if(action_t < suspect_t)
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return 0; // 0 = cannot be
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// Start from 100
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int f = 100;
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// Distance (1 node = +1 point)
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f += 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
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// Time (1 second = -1 point)
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f -= 1.0 * (action_t - suspect_t);
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// If is a guess, halve the points
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if(is_guess)
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f *= 0.5;
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// Limit to 0
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if(f < 0)
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f = 0;
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return f;
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}
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class RollbackManager: public IRollbackManager
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{
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public:
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@ -44,10 +68,23 @@ public:
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return;
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RollbackAction action = action_;
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action.unix_time = time(0);
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// Figure out actor
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action.actor = m_current_actor;
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action.actor_is_guess = m_current_actor_is_guess;
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// If actor is not known, find out suspect or cancel
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if(action.actor.empty()){
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v3s16 p;
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if(!action.getPosition(&p))
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return;
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action.actor = getSuspect(p, 5); // 5s timeframe
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if(action.actor.empty())
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return;
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action.actor_is_guess = true;
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}
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infostream<<"RollbackManager::reportAction():"
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<<" time="<<action.unix_time
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<<" actor=\""<<action.actor<<"\""
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<<(action.actor_is_guess?" (guess)":"")
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<<" action="<<action.toString()
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<<std::endl;
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addAction(action);
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@ -56,9 +93,45 @@ public:
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{
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return m_current_actor;
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}
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void setActor(const std::string &actor)
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bool isActorGuess()
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{
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return m_current_actor_is_guess;
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}
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void setActor(const std::string &actor, bool is_guess)
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{
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m_current_actor = actor;
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m_current_actor_is_guess = is_guess;
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}
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std::string getSuspect(v3s16 p, int max_time)
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{
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if(m_current_actor != "")
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return m_current_actor;
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int cur_time = time(0);
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int first_time = cur_time - max_time;
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RollbackAction likely_suspect;
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float likely_suspect_nearness = 0;
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for(std::list<RollbackAction>::const_reverse_iterator
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i = m_action_latest_buffer.rbegin();
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i != m_action_latest_buffer.rend(); i++)
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{
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if(i->unix_time < first_time)
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break;
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// Find position of suspect or continue
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v3s16 suspect_p;
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if(!i->getPosition(&suspect_p))
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continue;
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float f = getSuspectNearness(i->actor_is_guess, suspect_p,
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i->unix_time, p, cur_time);
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if(f > likely_suspect_nearness){
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likely_suspect_nearness = f;
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likely_suspect = *i;
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}
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}
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// No likely suspect was found
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if(likely_suspect_nearness == 0)
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return "";
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// Likely suspect was found
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return likely_suspect.actor;
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}
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void flush()
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{
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@ -80,8 +153,12 @@ public:
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of<<" ";
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of<<serializeJsonString(i->actor);
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of<<" ";
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std::string action_s = i->toString();
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of<<action_s<<std::endl;
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of<<i->toString();
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if(i->actor_is_guess){
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of<<" ";
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of<<"actor_is_guess";
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}
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of<<std::endl;
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}
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m_action_todisk_buffer.clear();
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}
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@ -90,7 +167,8 @@ public:
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RollbackManager(const std::string &filepath, IGameDef *gamedef):
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m_filepath(filepath),
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m_gamedef(gamedef)
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m_gamedef(gamedef),
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m_current_actor_is_guess(false)
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{
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infostream<<"RollbackManager::RollbackManager("<<filepath<<")"
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<<std::endl;
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@ -209,20 +287,7 @@ public:
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// Find position of action or continue
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v3s16 action_p;
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if(i->type == RollbackAction::TYPE_SET_NODE)
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{
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action_p = i->p;
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}
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else if(i->type == RollbackAction::TYPE_MODIFY_INVENTORY_STACK)
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{
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InventoryLocation loc;
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loc.deSerialize(i->inventory_location);
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if(loc.type != InventoryLocation::NODEMETA)
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continue;
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action_p = loc.p;
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}
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else
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if(!i->getPosition(&action_p))
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continue;
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if(range == 0){
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@ -281,6 +346,7 @@ private:
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std::string m_filepath;
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IGameDef *m_gamedef;
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std::string m_current_actor;
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bool m_current_actor_is_guess;
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std::list<RollbackAction> m_action_todisk_buffer;
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std::list<RollbackAction> m_action_latest_buffer;
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};
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@ -33,7 +33,9 @@ public:
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// IRollbackReportManager
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virtual void reportAction(const RollbackAction &action) = 0;
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virtual std::string getActor() = 0;
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virtual void setActor(const std::string &actor) = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual std::string getSuspect(v3s16 p, int max_time) = 0;
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virtual ~IRollbackManager(){}
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virtual void flush() = 0;
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@ -289,6 +289,24 @@ bool RollbackAction::isImportant(IGameDef *gamedef) const
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}
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}
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bool RollbackAction::getPosition(v3s16 *dst) const
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{
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switch(type){
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case RollbackAction::TYPE_SET_NODE:
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if(dst) *dst = p;
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return true;
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case RollbackAction::TYPE_MODIFY_INVENTORY_STACK: {
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InventoryLocation loc;
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loc.deSerialize(inventory_location);
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if(loc.type != InventoryLocation::NODEMETA)
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return false;
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if(dst) *dst = loc.p;
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return true; }
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default:
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return false;
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}
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}
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bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
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{
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try{
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@ -65,6 +65,7 @@ struct RollbackAction
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int unix_time;
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std::string actor;
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bool actor_is_guess;
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v3s16 p;
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RollbackNode n_old;
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@ -77,7 +78,9 @@ struct RollbackAction
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std::string inventory_stack;
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RollbackAction():
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type(TYPE_NOTHING)
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type(TYPE_NOTHING),
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unix_time(0),
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actor_is_guess(false)
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{}
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void setSetNode(v3s16 p_, const RollbackNode &n_old_,
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@ -108,6 +111,8 @@ struct RollbackAction
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// Eg. flowing water level changes are not important
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bool isImportant(IGameDef *gamedef) const;
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bool getPosition(v3s16 *dst) const;
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bool applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const;
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};
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@ -117,29 +122,34 @@ public:
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virtual ~IRollbackReportSink(){}
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virtual void reportAction(const RollbackAction &action) = 0;
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virtual std::string getActor() = 0;
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virtual void setActor(const std::string &actor) = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual std::string getSuspect(v3s16 p, int max_time) = 0;
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};
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class RollbackScopeActor
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{
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public:
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RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor):
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RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor,
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bool is_guess=false):
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m_sink(sink)
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{
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if(m_sink){
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m_actor_was = m_sink->getActor();
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m_sink->setActor(actor);
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m_actor_was_guess = m_sink->isActorGuess();
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m_sink->setActor(actor, is_guess);
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}
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}
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~RollbackScopeActor()
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{
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if(m_sink){
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m_sink->setActor(m_actor_was);
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m_sink->setActor(m_actor_was, m_actor_was_guess);
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}
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}
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private:
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IRollbackReportSink *m_sink;
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std::string m_actor_was;
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bool m_actor_was_guess;
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};
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#endif
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